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Overview ¶
There are several Pyro Configure examples available through the tab menu. These are similar to shelf tools that put down networks of nodes for learning purposes. The Pyro Configure Fireball example illustrates a rising fireball and demonstrates how divergence can be used to drive a Pyro simulation.
Important nodes ¶
SOURCE
Wire a Mono layer into this node to adjust where the smoke emits from. This node controls the thickness of the fire emission. A value of 0
will have no fire and 1
will have the full thickness. Note that the input is animated to create a pulse of explosion for a few frames.
pyro_configure1
Adjusts the resolution of the fireball. This is the number of voxels across the default imaging window. Higher resolutions will take considerably more time and memory.
layertovdbleafpoints3
, pyro_sourcefromlayer5
, pyro_sourcefromlayer4
The VDB has to be activated so you can source into it. Layer to VDB Leaf Points handles the activation from the
SOURCE
layer, while the Pyro Source from Layer handles the actual sourcing. The thickness and inputs for these two nodes should match.
pyro_block_begin3
The start of the simulation loop. All nodes inside the convex hull (highlighted area) will run every simulation step. The simulation is clipped from -1
to 1
by default, and can be controlled by modifying the Clip X/Y/Z parameters.
rescale_divergence
The hot areas of the simulation are set to expand. This node remaps the temperature field into how much divergence to apply. It ensures no expansion occurs below a minimal temperature of 0.1
and that a temperature of 1
would trigger 8
units of divergence. Too little divergence and there is no apparent effect, too much and the simulation rapidly explodes.
pyro_lightscatter1
Computes internal scattering of light within the fireball’s smoke. This takes the glow of temperature and diffuses it by bouncing it internally through the density field. This is most effective at creating an internal glow look to dark smoke.
pyro_lightambient3
Computes lighting for the fire’s smoke using an ambient light source. Increasing smoke density (with the Density Scale parameter) increases the contrast of self-shadows.
rasterizevolume3
Renders the fireball into a layer. The camera_ref
can use an imported camera from the Camera Import COP to change the view or resolution of the render.
Learning from this example ¶
To... | Do this |
---|---|
Experiment with divergence |
It is hard to see any effect over one frame, but by watching the end result you can gain a feeling for how it works. |
Make many fireballs |
The |
Make the fireball glow brighter |
On a frame with internal fire, such as |